8/6/2023 0 Comments Capital ship simulatorWitness the side-story single-mission campaign The Blade Itself from Blue Planet: War in Heaven. If done well, a capital-ship flying mission can be as, if not more, entertaining than a well-made fighter-based mission. Additional elements can be added to provide the player with more things do to, such as managing AI fighter wings, and utilizing FRED-created abilities for the capital ship.Traitor detection can be disabled easily in the mission-specs if necessary.Turret control scripts exist, allowing the player to designate targets, rather than leaving it to the AI, or even take control of turrets individually and aim.A new ship flag can remove the "pain flash" that occurs every time your ship is hit.The list of damaged subsystems can be prevented by ship-subsys-guardian-threshold-ing subsystems not intended to be damaged.This behaviour depends on the ships' listed Max Overclock speed value in ships.tbl. For example: a maxed-out engine gauge will cause a Deimos to rank out to 60m/s, but a Hecate will reduce from a normal 15m/s to only 8m/s. The shield gauge will work as normal and the weapons gauge won't do anything (since none of the capitals have primary weapons however, note that weapon energy is FREDded to control turret rate of fire in missions like The Blade Itself), but messing around with the engine gauge can actually cause some ships to slow down dramatically. Switching the gauges between shields, engines, and weapons can cause some unusual effects to occur.Eventually, you be labeled as a backstabber and fail the mission. Your flak and beam guns will frequently hit all fighters that are tied up in dogfights, and your AI allies will start disciplining you for attacking them. You can quite easily commit friendly fire.In 3.6.13 builds, the ships.tbl flag "no pain flash" has been added to work around this.
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